1,546 research outputs found

    KINECTWheels: wheelchair-accessible motion-based game interaction

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    The increasing popularity of full-body motion-based video games creates new challenges for game accessibility research. Many games strongly focus on able-bodied persons and require players to move around freely. To address this problem, we introduce KINECTWheels, a toolkit that facilitates the integration of wheelchair-based game input. Our library can help game designers to integrate wheelchair input at the development stage, and it can be configured to trigger keystroke events to make off-the-shelf PC games wheelchair-accessible

    Is movement better? Comparing sedentary and motion-based game controls for older adults

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    Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults. However, little is known about the suitability of motion-based game controls for older adults and how their use is affected by age-related changes. In this paper, we present a study evaluating sedentary and motion-based game controls with a focus on differences between younger and older adults. Our results show that older adults can apply motion-based game controls efficiently, and that they enjoy motion-based interaction. We present design implications based on our study, and demonstrate how our findings can be applied both to motion-based game design and to general interaction design for older adults. Copyright held by authors

    The effects of graphical fidelity on player experience

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    Graphical assets in video games have become increasingly complex over the years, but little is known about their effect on player experience (PX). In this paper, we present results of a controlled study with 48 participants comparing how abstract and stylized graphics influence player experience in casual games. Our results show that high-fidelity graphics result in a more positive impression of the game. However, we also show that many effects are only present in the game with a more challenging mechanic. This shows that casual games can be compelling and enjoyable to play despite simplistic graphics, suggesting that small game developers and researchers need not focus on elaborate visuals to engage players. Copyright © 2013 ACM

    Full-body motion-based game interaction for older adults

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    Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. Copyright 2012 ACM

    How self-esteem shapes our interactions with play technologies

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    The experience that results from video game play is shaped by the play environment, but also by various characteristics of the person playing. We investigated how player self-esteem predicts post-game motivation (enjoyment, effort, and tension), and conducted mediated regressions to show that players’ self-esteem alters post-play motivation by affecting how needs are satisfied during play. We also explored how self-esteem predicts post-play positive and negative affect and conducted mediated regressions to show how motivation partially mediates those effects. Our work suggests that players with different levels of self-esteem experience games differently; but more importantly, we provide an explanation of how these differences form by examining the mechanisms during games that ultimately contribute to player experience. Situating our results within theories of self, we discuss the importance of self-esteem for understanding player experience, describe the implications for games research, and consider how self-esteem shapes our interactions with play technologies

    compatibility with native protein structures and effects on protein–protein interactions

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    Fluorinated analogues of the canonical α-L-amino acids have gained widespread attention as building blocks that may endow peptides and proteins with advantageous biophysical, chemical and biological properties. This critical review covers the literature dealing with investigations of peptides and proteins containing fluorinated analogues of the canonical amino acids published over the course of the past decade including the late nineties. It focuses on side-chain fluorinated amino acids, the carbon backbone of which is identical to their natural analogues. Each class of amino acids—aliphatic, aromatic, charged and polar as well as proline—is presented in a separate section. General effects of fluorine on essential properties such as hydrophobicity, acidity/basicity and conformation of the specific side chains and the impact of these altered properties on stability, folding kinetics and activity of peptides and proteins are discussed (245 references)

    A Proper Motion Study of the Haro 6-10 Outflow: Evidence for a Subarcsecond Binary

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    We present single-dish and VLBI observations of an outburst of water maser emission from the young binary system Haro 6-10. Haro 6-10 lies in the Taurus molecular cloud and contains a visible T Tauri star with an infrared companion 1.3" north. Using the Very Long Baseline Array, we obtained five observations spanning 3 months and derived absolute positions for 20 distinct maser spots. Three of the masers can be traced over 3 or more epochs, enabling us to extract absolute proper motions and tangential velocities. We deduce that the masers represent one side of a bipolar outflow that lies nearly in the plane of the sky with an opening angle of ~45\deg. They are located within 50 mas of the southern component of the binary, the visible T Tauri star Haro 6-10S. The mean position angle on the sky of the maser proper motions (~220\deg) suggests they are related to the previously observed giant Herbig-Haro (HH) flow which includes HH410, HH411, HH412, and HH184A-E. A previously observed HH jet and extended radio continuum emission (mean position angle of ~190\deg) must also originate in the vicinity of Haro6-10S and represent a second, distinct outflow in this region. We propose that a yet unobserved companion within 150 mas of Haro6-10S is responsible for the giant HH/maser outflow while the visible star is associated with the HH jet. Despite the presence of H_2 emission in the spectrum of the northern component of the binary, Haro6-10N, none of outflows/jets can be tied directly to this young stellar object

    Evaluation of ‘Eyelander’: a video game designed to engage children and young people with homonymous visual field loss in compensatory training

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    Introduction: Rehabilitation can improve visual outcomes for adults with acquired homonymous visual field loss. However, it is unclear whether (re)habilitation improves visual outcomes for children because previous training schedules have been tiresome, uninteresting, and failed to keep them engaged. In this study we assessed whether children and young people with homonymous visual field loss would adhere to six weeks of unsupervised compensatory training using a specialised video game. Methods: Participants aged between 7 and 25 with homonymous visual field loss completed table-top assessments of visual search across four site visits. Two baseline assessments separated by four weeks evaluated spontaneous improvements before training began. Participants were then given a copy of the video game to use unsupervised at home for six weeks. Two follow-up assessments separated by four weeks were then conducted to evaluate immediate and acutely maintained effects of training. Results. 15 candidates met the inclusion-exclusion criteria, 9 participated, and 8 completed the study. Participants completed an average of 5.6 hours training unsupervised over the six weeks. Improvements on in-game metrics plateaued during week 3 of training. The time taken to find objects during table-top activities improved by an average of 24% (95% CI [2%, 46%]) after training. Discussion: The findings demonstrate that children and young people with homonymous visual field loss will engage with gamified compensatory training, and can improve visual outcomes with less time commitment than adults have required with non-gamified training in previous studies. Appropriately powered, randomised controlled trials are required to evaluate the validity and generalisability of observed training effects. Implications for practitioners: We conclude that (re)habilitation specialists can use specialist video games and gamification to engage children and young people with homonymous visual field loss in long-term unsupervised training schedules
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